// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: FragShader.fsh ********

// File data
static const char _FragShader_fsh[] = 
	"uniform sampler2D  sTexture;\r\n"
	"\r\n"
	"uniform lowp vec3  FogColor;\r\n"
	"\r\n"
	"varying mediump vec2  TexCoord;\r\n"
	"varying lowp    vec3  DiffuseLight;\r\n"
	"varying lowp    vec3  FogIntensity;\r\n"
	"\r\n"
	"void main()\r\n"
	"{\r\n"
	"\t// Get color from the texture and modulate with diffuse lighting\r\n"
	"    lowp vec3 texColor  = texture2D(sTexture, TexCoord).rgb;\r\n"
	"    lowp vec3 color = texColor * DiffuseLight;\r\n"
	"\t\r\n"
	"\t// interpolate the fog color with the texture-diffuse color using the \r\n"
	"\t// fog intensity calculated in the vertex shader\r\n"
	"\tcolor = mix(FogColor, color, FogIntensity);\r\n"
	"\tgl_FragColor = vec4(color, 1.0);\r\n"
	"}\r\n";

// Register FragShader.fsh in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_FragShader_fsh("FragShader.fsh", _FragShader_fsh, 577);

// ******** End: FragShader.fsh ********

// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: FragShader.fsc ********

// File data
A32BIT _FragShader_fsc[] = {
0x10fab438,0x4be13edf,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0xd9030000,0x1000000,0x4000000,0x0,0x38000000,0x20303,0x0,0x1010000,0x2,0x0,0x6c010000,0x55535020,0x20,0x160,0x1,0x0,0x0,0x224,0x0,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x770009,0xffff,0x3,0x0,0x30000,0x3,0x0,0x0,0x0,0x0,0x3fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x20001,0x800000,0x4,0x30001,0x10003,0x0,0x3,0x10000,0x4,0x30002,0x10003,0x3,0x0,0x30014,0x1,
0xa0000,0x20003,0x0,0xc0380000,0x103e9140,0xffff4083,0xffffffff,0xffff,0x0,0x40000,0x30000,0x5,0x20001,0x80018001,0x80018001,0x0,0x0,0x0,0x70007,0x3060a,0x30003,0x10000,0x10001,0x40000,0x40004,0x0,0x20001,0x10000,0x0,0x30000,0x20002,0x30000,0x80010002,0x80018001,0x8001,0x0,0x0,0x100010,0xa80000c0,0x90807182,0xe010a4c0,0x89803526,0xe0030500,0x40811022,0x6,0x8e010000,0x55535020,0x20,0x182,0x1,0x0,0x0,0x2a4,0x0,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x770009,0xffff,0x10003,
0x0,0x30000,0x3,0x0,0x0,0x0,0x0,0x1fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x20001,0x800000,0x4,0x30001,0x10003,0x0,0x3,0x10000,0x4,0x30002,0x10003,0x3,0x0,0x30014,0x1,0xa0000,0x20003,0x0,0xc0380000,0x103e9140,0xffff4083,0xffffffff,0xffff,0x0,0x40000,0x30000,0x2,0x20001,0x80018001,0x80018001,0x0,0x0,0x0,0x1000a000,0x52883,0x10000,0x80010002,0x80018001,0x8001,0x0,0x0,0x70000,0x60a0007,0x10001,0x1,0x0,0x0,0x40004,0x4,0x10000,0x2,
0x10001,0x0,0x20003,0x2,0x20003,0x80018001,0x80018001,0x0,0x0,0x0,0x400000,0x71802800,0xa4c09080,0x3524c010,0x5008980,0x1020e003,0x64081,0x8000000,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x803f,0x54730500,0x75747865,0x6572,0x1031800,0x10000,0x200,0x10001,0x78655400,0x726f6f43,0x64,0x20603,0x100,0x2080001,0x300,0x66666944,0x4c657375,0x74686769,0x4000000,0x106,0x1000001,0x30000,0x46000007,0x6f43676f,0x726f6c,0x3040000,0x1000001,0x10000,0x7000400,0x6f460000,0x746e4967,0x69736e65,0x7974,0x1060400,0x10000,0x4000100,0x70003,0x0,
};

// Register FragShader.fsc in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_FragShader_fsc("FragShader.fsc", _FragShader_fsc, 1017);

// ******** End: FragShader.fsc ********

